/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> public override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(device); spriteFont = content.Load<SpriteFont>("Arial"); camera = new ChaseCamera(heightMap); // Set the camera offsets camera.DesiredPositionOffset = new Vector3(0.0f, 100.0f, 200.0f); camera.LookAtOffset = new Vector3(0f, 15.0f, 30.0f); ball = new Ball(this, device, "Models\\balltest"); ball.scale = Vector3.One * 15f; camera.NearPlaneDistance = 10.0f; camera.FarPlaneDistance = 100000.0f; camera.AspectRatio = (float)device.Viewport.Width / device.Viewport.Height; camera.ChasePosition = ball.position; camera.ChaseDirection = ball.Direction; camera.Up = ball.Up; camera.Reset(); ballModel = content.Load<Model>("Models\\balltest"); pitModel = content.Load<Model>("Models\\ground"); boxModel = content.Load<Model>("Models\\cube"); arrowModel = content.Load<Model>("Models\\arrow"); exitModel = content.Load<Model>("Models\\exit2"); //exitModelText = content.Load<Model>("Models\\exitSign"); ballTextureBeach = content.Load<Texture2D>("Textures\\beach"); ballTextureMetal = content.Load<Texture2D>("Textures\\metal"); ballTextureAir = content.Load<Texture2D>("Textures\\air"); coinTexture = content.Load<Texture2D>("Textures\\coin"); teleporterTexture = content.Load<Texture2D>("Textures\\teleporter"); terrainModel = content.Load<Model>(terrain); rockTexture = content.Load<Texture2D>(terrainTexture); pitTextureLava = content.Load<Texture2D>("Textures\\lava"); pitTextureIce = content.Load<Texture2D>("Textures\\3"); scoreboardTexture = content.Load<Texture2D>("Textures\\highscores"); heightMap = terrainModel.Tag as HeightMapInfo; if (heightMap == null) { string message = "The terrain model did not have a HeightMapInfo"; throw new InvalidOperationException(message); } Sound.playSoundLoop(background, content); effect = content.Load<Effect>("Lighting/Effects"); sky = content.Load<Sky>("Textures\\sky"); /*Initialize properties for each ball*/ beachBallProperties = new BallProperties(ballTextureBeach, 1.0f, 0.5f, 900f, 1f, new Vector3(0.97f, 1f, 0.97f), new Vector3(1f, 1f, 1f), "Sound\\jump", "Sound\\jump", "Sound\\changeBall"); metalBallProperties = new BallProperties(ballTextureMetal, 3.0f, 0.15f, 750f, 3f, new Vector3(0.95f, 1f, 0.95f), new Vector3(1f, 1f, 1f), "Sound\\jump", "Sound\\jump", "Sound\\changeBall"); airBallProperties = new BallProperties(ballTextureAir, 1f, 0.05f, 1200f, 0.8f, new Vector3(0.99f, 0.99f, 0.99f), new Vector3(0.99f, 0.99f, 0.99f), "Sound\\jump", "Sound\\jump", "Sound\\changeBall"); currentBallProperties = beachBallProperties; List<Texture2D> textures = new List<Texture2D>(); textures.Add(Content.Load<Texture2D>("Textures\\circle")); textures.Add(Content.Load<Texture2D>("Textures\\star")); textures.Add(Content.Load<Texture2D>("Textures\\diamond")); particleEngine = new ParticleEngine(textures, new Vector2(100, 40)); //ExitPosition = new Vector3(1405.1f, .90952f, -2367.78f); ExitPosition = new Vector3(2000, 0f, 2000); ExitPosition.Y = getHeight(ExitPosition) + 50f; ExitBox = new BoundingBox(ExitPosition - new Vector3(50, 50, 50), ExitPosition + new Vector3(50, 50, 50)); for (int x = 0; x < 50; x++) { Vector3 Pos = new Vector3(RandomNumber(-2000, 2000), 0, RandomNumber(-2000, 2000)); //Vector3 Pos = new Vector3(0, 0, 0); Vector3 Normal; float Height; heightMap.GetHeightAndNormal(Pos, out Height, out Normal); Pos.Y = Height + 20; //System.Diagnostics.Debug.WriteLine(Pos); coinList.Add(new Coin(Pos, content)); } for (int x = 0; x < 20; x++) { Vector3 Pos = new Vector3(RandomNumber(-2500, 3000), 0, RandomNumber(-2500, 3000)); Vector3 Normal = new Vector3(); float Height = 10; heightMap.GetHeightAndNormal(Pos, out Height, out Normal); Pos.Y = Height + 50; //System.Diagnostics.Debug.WriteLine(Pos); teleporterList.Add(new teleporter(Pos, content)); } }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); ball = new Ball(this, GraphicsDevice, "Models\\balltest"); ball.scale = Vector3.One * 15f; ballTexture = ballTextureBeach; camera.AspectRatio = (float)graphics.GraphicsDevice.Viewport.Width / graphics.GraphicsDevice.Viewport.Height; camera.ChasePosition = ball.Position; camera.ChaseDirection = ball.Direction; camera.Up = ball.Up; camera.Reset(); connect(); }